![]() Those books might seem like dead weight, but they can be given to the Librarian at the Six Day Stilt for EXP. Water Rituals can be highly strategic, especially if it can get you points with another faction that you can get neat stuff from or is incredibly dangerous. Those "Water Merchants" might be annoying, but xy know what they're doing with their political relationships. If you're looking for just money and not artifacts, Goatfolk (provided you can defeat them easily) drop lightweight Carbide Weapons. If you're lucky, you might end up with Jewel Encrusted Chainguns. Need money or Reputation with Mechanimists fast? What about just some spare parts? Go underground and Disarm Turrets. Your Evil Twin will have it as well, and might throw it at you. Got an Evil Twin? Put a Relic or other expensive but harmless item in your Throwing Weapon Slot. Even if you're a mutant, a creature called "Graftek" can augment your body as long as you're not in it. If you have a method of digging as well as a method of possessing another creature, you can get into the cybernetics facility underneath. ![]() In the southwestern most map tile, there's a place called the "Trembling Dunes". Trolls (those creatures found in the Healing Pools of Bethesda Susa) can tell you where to find Artifacts. If you place a VISAGE there, it only takes up one slot. The "High Powered Magnet" applicator can make one item use the "Floating Nearby" slot. Though if your temperature reaches 10,000, you're still dead. At 100 of either, you're immune to catching fire/freezing. In the case of Cold and Heat, they also protect against environmental effects. Each of your four Resistances (Acid, Cold, Elec, Heat) are percentile. Just note that some of these are really cheesy. Alright, here's a bunch of things I've picked up from playing Caves of Qud so far that I think any player could benefit from learning.
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